The World of Layonara  Forums

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - vgn

Pages: 1 2 [3] 4 5 ... 19
41
Just for Fun / Re: Playing Layo When you Really Aren't
« on: January 15, 2008, 09:55:51 am »
You are correct sir!

SimCity Societies rocks the casbah.

42
Just for Fun / Re: Layonara Sequels
« on: January 14, 2008, 07:05:44 pm »
Layonara: The Rise of Vin

43
General Discussion / Re: Did I Say the Final Stroke of V3 Before?
« on: December 12, 2007, 11:28:50 pm »
Thank you for not posting a screenshot of the new temple. I'd prefer people to find that on their own.

And great work guys! YAY!

44
General Discussion / Re: Question about a price
« on: November 27, 2007, 04:08:20 pm »
Of course you could make money buying mithril clothes.
If you bring Vin some better clothes, he'll give you the mithril clothes he has plus some gold.

45
General Discussion / Re: In Game Time Link
« on: October 09, 2007, 08:15:22 pm »
Still free for now, but don't let Vin know. As to being off by an a day or so, that is fixed now. It turns out that one of the two versions had the base time (epoch) not quite right. We won't go into which version had the problem.

Quote from: Acacea
I have edited my original post to point to vgn's older one, instead. It's off by a day or so, if I recall, but still a lifesaver. Thanks, vgn. I expect him to start charging for it any time...

46
General Discussion / Re: Happy B-Day vgn
« on: August 28, 2007, 10:26:26 am »
Thanks everyone. Overall it was a pretty good day and the good thing is I have at least 2/3 of my life left.

47
General Discussion / Re: a problem with the new resting...
« on: August 21, 2007, 01:21:25 pm »
So one major theme I see in many of the responses is:
"Why do we need forced RP with a rest timer? I like to set aside time to RP."

I think this basic thinking is the whole reason it was added. I know for some people the "game" is to kill as many things as you can, get as many resources, and get that XP to get up another level so you can do the same thing in a harder area. For Leanther though, he has said since the creation of this world, that it is an RP focused world and the game I just described above is not this game. You can play that game here to a degree, but it is not the game of this world.

The biggest problem I have with people who like to "set aside time to RP" is that is artificial and it does not make an immersive experience. I know I've run into this from both sides.

I'll log on with a character and chat someone up in town and suggest a trip for some resources or even just to beat back a population of monsters. I get an IC decline, often followed with a tell that goes something like, "Sorry this is my RP time, we'll go out another time."

Another time I may be actually out gathering or trampling some monsters and it seems like it's non-stop. I'm trying to type as fast as I can and people are running from screen to screen and encounter to encounter. By the time I finish typing something I erase it because the moment has long past. Any "break" is the short time it takes to rest and re-buff the party.

I personally feel the benefit of changing the rest timers is that maybe, just maybe, people will start to see that you can RP WHILE you adventure!! Just think to the best non-quest adventures you've had. I can bet that for the majority of you it was those times where you went out bashing or collecting CNR with a "good group" and you kept getting caught up stopping more than you had to or you found yourself walking a little bit more and above all you were typing and talking a lot more.

A few things I ask anyone who has problems with the new setup:
1. Walk. I know, it's simple, and to many it feels like you are moving through molasses since you've been in hyper-speed your whole life. You'll find though that while walking you can actually type and have a conversation with people, getting out more than a few words before the party has hopped another transition.
2. When you rest, pretend for just a few minutes that "resting" is not something that takes 15 seconds for your rest bar to fill up while you snore. As people have suggested, actually make camp. Does that mean you need a campfire? No. I'd personally prefer people to act according to the environment. If you are in a safe-ish place, then while not light up a fire, eat, chat a bit. If you aren't, then take turns watching guard. The guards can chat while the others sleep and then swap.
3. Get out more, not less. I see so many people who RP in towns and adventure outside of towns and never shall they cross. Towns are a great place to meet up and if all you feel like doing is chatting, great, go for it. But a lot of people here do like the adventure part of the game and knowing that doing 1 & 2 above will give you plenty of time to chat, perhaps head out of town a bit more often.

48
Ask A Gamemaster / Re: Half-giant question
« on: August 15, 2007, 03:49:46 pm »
Something is wrong with your skin. Duur has always been able to hold a greataxe in one hand and a tower shield in the other.

49
Ask A Gamemaster / Re: Cosmology FAQ
« on: August 05, 2007, 04:36:59 pm »
First, thanks Ed for that great preview.

Second, considering how much shadow has been dealt with, including one of our World Leaders, an entire branch of the the Bloodstone plot quests, a complete shadow language, and the shadow dancer class in general, can you please fill us in on where Shadow fits in to the new Cosmology?

Thank you.

50
NWN Ideas, Suggestions, Requests / Re: DM Item Clone Wand
« on: June 05, 2007, 05:49:52 pm »
Quote from: orth
GMs can use the Writing Quill on an item (any item, doesn't have to be parchment) then type:

~~copy


Well, sure, that might work, but you have to admit it would be much more fun to spawn a bunch of goblins and kill them all to reap your items. You could even make it a game and have the PC work for the item.
"Just kill this balor here and you can have your cloned item."

51
General Discussion / Re: Combatants Vs. Magicians - Unfair Balance?
« on: June 04, 2007, 07:34:41 pm »
Here's the deal in a nutshell. Combatants at early levels (1-6(8?)) fair much better than Magicians. The Magicians just don't have the spell breadth yet nor the power and are also physically weak. In the mid-ranges the Magicians do tend to do better both solo and in a party. Some of this I believe is just difficulty in balancing perfectly. Once you go past Epic, sure a Magician can solo a few more areas than a Combatant, but they aren't "good" areas for that Epic and most of the good areas have spawns that are overwhelming to a solo character, no matter what type. This is where combatants shine again. Not solo, but in a team. An epic Magician can completely pump up a combatant. This pumped up combatant lasts far longer and is far more lethal and useful than a few deadly damage spells.

52
CNR Suggestions/Discussion / Re: Pyyran's Better Brewing Cards
« on: May 29, 2007, 11:38:20 am »
Great Stephen!

Also, for some reason it was never stickied like my Alchemy Book, but I made a Brewing Book back around the same time period. You may find it interesting or of use.

http://www.netgod.org/BrewingBook.rar

53
General Discussion / Re: A Request for Consistency
« on: May 14, 2007, 11:00:19 am »
A lot of good points and suggestions in here so I probably don't need to add anything more, but I will.

I believe the primary frustration is consistency and what is truly being requested is not a list of things you can or can't do, nor is it asking the GM team to peg themselves into one style of running a game. The heart of the matter is the frustrations that can occur on both the side of the player and the GM when a player tries to do something done without issue on a previous quest and the following awkwardness when the current GM doesn't feel comfortable with that, isn't ready for that, or just plain doesn't feel it's appropriate. If the GM says no, the player is bent because they feel stifled, especially when it has worked previously. If the GM says yes, they may be off their game or in uncomfortable territory for the rest of the quest.

So, if that is the primary issue, then I think there are some steps that can be taken on both sides to reduce this frustration without resorting to laundry lists and too much busy work.

First, on the side of the player, it has been mentioned already in this thread, but I think it is the core thing a player can really do to help the situation. I know all players like to exercise their imaginations and often times, especially on bigger quests, they are trying to find a way to stand out and to be useful. If you can dream up an ability that isn't standard, but isn't too far out, then all of a sudden you can up your standing in the group as your new ability saves the day as it were. I think as players, it is our responsibility to realize that while GMs are also creative and flexible, throwing too many of these types of things at them isn't too fair. All I ask players is not to stop doing things outside of bounds, but just try not to get too carried away. Going for subtle changes to spells, or focusing on the things that really should be able to happen were it not for mechanics.

On the side of the GM, I think the responsibility lies in making sure communication lines in the GM team are as open as possible. I used to be on the team, and I know there is a lot of communication, but more can rarely ever hurt. Information is stored on characters and it is only as good as the GMs that fill it in. Here I'd recommend a few things. First if it's an on-the-fly type request during a quest and you aren't sure if you should or should not allow it, it doesn't hurt to toss it out on the GM channel on irc for some instant feedback. You might hear from a GM that already allowed/denied a similar request. Second, after the quest is over, take a few minutes either during your quest write up, or after, to update any relevant items in the character profiles, and also, if you granted an ability to someone during a quest, it wouldn't hurt to start a new and separate thread on it for discussion amongst team members. If the majority of the team feels it was fine, then great, most know next time around it should likely be allowed. If the majority of the team does not think it was ok to allow it, then follow up right away, send a PM to the player and let them know that while it did happen on the quest (you can't take that back), that the team has decided it is not something that can be done moving forward. I think players can respect that and not feel too bent because they have to know that in the heat of a quest, any request for special treatment or abilities often has to be decided in a vacuum and there isn't time for a consensus of the team.

54
The Silver Buckle / Re: Raffle to Benefit the Rebuilding of Stone
« on: May 07, 2007, 02:43:31 am »
*A note is found in Kali's pocket and reads*

Vin will buy five and five is the number of tickets that will be bought by Vin.
Vin choses 5 numbers and 22-44-55-77-88 are the numbers chosen by Vin.

55
Trade and Market Hall / Re: Merchant's Night
« on: April 13, 2007, 08:08:34 pm »
*Kat finds a small note in her pocket*

Vin will try to attend and halfling representation will hopefully be obtained.

56
General Discussion / Re: Looking for strategy game
« on: April 10, 2007, 09:24:18 am »
Not exactly, but check out:
Settlers of Catan - Wikipedia, the free encyclopedia
and also
Civilization (board game - Wikipedia, the free encyclopedia)


Quote from: Pen N Popper
I'm looking for a non-computer strategy game that includes some of the following elements.  It could be a card or board game.
  • Players build up cities or kingdoms through gameplay
  • Elements of city building include:
    • Varying types of walls (variations and quality of wood and stone)
    • Farms
    • Churches
    • Military
    • Turn based with phases (collect taxes, build structures, war, etc.)
    I haven't had much exposure to these types of games so any suggestions welcome.

    57
    The Dragon Storm Campaign / Re: //a starting point.
    « on: March 26, 2007, 04:33:04 pm »
    //This entire message is OOC in hopes to provide insights and clarification to the plot/major quest systems here at Layonara.

    Historically, after any major happening or change, there is at least some kind of rumor or other message posted in various inn/IC forums. So if you miss what you think is a major quest, keep your eyes open in those forums.

    To answer about the plot quest that occurred yesterday, I don't think most people would have heard or have any reason to know, what happened as it was all fairly mundane. Now any character that was there might talk about it and there were a LOT of characters there. So you may pick up something just in talking with people you play with as they or someone they interact with may have been there and might bring it up.

    59
    There are a few things that could be done in Hempstead without leading to bloat and similar things could be done elsewhere with some creativity.
    As someone mentioned there are already sewers in Hempstead. You could do something as simple as have a few entrances/exits added. One that maybe opens in an alley near a crafthall or the merchant district, maybe one that has a crawlspace to the fields outside town. Adding transitions with nifty descriptions does cost much in the module.

    In Prantz, a shadier temple there is already underground. So why not have an extra exit or two from there as well. Maybe one that lands outside the city and another than gets you in another part of town.

    The key I think is just putting some nice descriptions on them so it's not just a transition but is worded to be like a tunnel/crawlspace/etc.

    60
    Quests Ideas and Discussion / RE: Quest Series - Epics
    « on: March 05, 2007, 12:34:19 pm »
    Vin

    Weekends of any time and late for you during the week (PST evenings)

    Pages: 1 2 [3] 4 5 ... 19

    anything